Final GDC08 schedule and preperation

Okay, been packing today, and found out I can’t book in online for my United flight (one mark down for them…).

I also realised I hadn’t finalised what I was doing at GDC. My previous plan is all intact, and I’ve decided to go to a few of the censorship things and miss out on the Fable talk – I realise my Monday tutorial will be based around this so I’ll have had enough of dogs by then I bet 🙂

So this is my schedule now. I’ve only got the two noted clashes, just in case I change my mind. It seems pretty empty, and there are several other things which I’d have not minded going to but can’t – with only 3 days it means there are 7-8 sessions going on in any one slot. At least only one AI thing overlapped, 9AM on Friday, and I decided to go with the 3rd day of AI roundtable/discussion stuff.

I’ve finished printing everything I should need, and my Macbook has the useful information emails I’ve got from various places. I’ve also been informed by David Hayward of a cool travel wiki, so I’m looking at that for some things to do. Finally, Audiosurf should be released today, USA time, so I lament the fact I’m taking a mac laptop and not a windows one, since I won’t be able to play it until I come back now 🙁

My schedule is thus:

My Sessions:
Session Speakers Day Start End Location
(102) Staging Workshop: Visual storytelling Masterclass Mon 10:00 AM 6:00 PM Room 2009, West Hall
‘Staging’ is a very powerful and subtle storytelling tool, forming the visual backbone of directing for film, theatre and tv. Staging focuses on directing the physical relationships, in space, between characters, between characters and environments and props ? how people stand/sit/move, in relationship to each other etc. Yet it is barely considered by games developers. There is huge potential for us to take aspects of the methodology and apply it to games, in scripted scenarios, cutscenes, and simulation/AI driven scenarios. We will be demonstrating live with actors on the day, with a scene from the movie ‘American Beauty’, then scenes from ‘Fable 2’.
 
Developers in the Crosshairs: Mature Content, Censorship, and Design Choices (Day 1) Wed 9:00 AM 10:00 AM Room 120, North Hall
New studies show that although Mature rated games make up a mere 10% of the U.S. retail market, they have both the highest average gross sales and the highest average MetaCritic scores.
 
Censorship of Game Content – A Report from the Trenches Wed 12:00 PM 1:00 PM Room 2009, West Hall
Get ready for a frank discussion of sex and violence in video games; and the government’s recent attempts to censor speech. Included in the presentation will be an overview of the legislative attempts to restrict the sale of violent or erotic game content, and the continuing antics of industry nemesis, Jack Thompson.
 
Artificial Intelligence in Computer Games (Day 1) Wed 2:30 PM 3:30 PM Room 114, North Hall
The general topics sessions on Wednesday allow experienced developers to hear and discuss AI issues with an emphasis on what kind of AI research and prototyping they do for brand new projects.

The genre specific sessions on Thursday allow them to talk in depth about AI as it relates to typical games.

The AI for beginners session on Friday allows people who are new to AI to get their questions answered. No question is too basic for this session.

 
Playing to Lose: AI and “CIVILIZATION” Thu 9:00 AM 10:00 AM Room 2018, West Hall
Games are many things to many different people; fantasy, competition, narrative, construction set, and more. Thus, game AI needs to support as many different approaches to the game world as possible. This session looks at how the developers of the CIVILIZATION series addressed this challenge.
 
The Next 20 Years of Gaming Thu 10:30 AM 11:30 AM TBD
The paradigm shift rate is now doubling every decade, so the 21st century will see 20,000 years of progress at today?s rate. Computation, communication, biological technologies (for example, DNA sequencing), brain scanning, knowledge of the human brain, and human knowledge in general are all accelerating at an even faster pace, generally doubting price-performance, capacity, and bandwidth every year. By 2020, full-immersion virtual reality will be a vast playground of compelling environments and experiences. Initially VR will have benefits in terms of enabling communications with others in engaging ways over long distances and featuring a great variety of environments from which to choose. By the late 2020s virtual environments will be indistinguishable from real reality and will involve all of the senses, as well as neurological correlation of emotions. As we enter the 2030s there won?t be a clear distinction between human and machine, between real and virtual
reality, or between work and play. Intelligent nanorobots will be deeply integrated in the environment, our bodies and our brains, providing full-immersion virtual reality incorporating all of the senses, experiences “beaming,” and enhanced human intelligence.
 
Streaming Open World Pathfinding Thu 12:00 PM 1:00 PM Room 2007, West Hall
Streaming, open world Next-Gen games are creating big new challenges for pathfinding. This lecture will present how the AI team is tackling these challenges on Pandemic Studios’ new game “SABOTEUR”.
 
Preserving Games: Saving the Past and Present Now (Day 2) Thu 2:30 PM 3:30 PM Room 110, North Hall
This roundtable will seek participation and ideas from developers, publishers, players, collectors, and academics.
 
Chills and Thrills: Undefined Behavior in C++ Thu 4:00 PM 5:00 PM Room 2005, West Hall
In order to simplify the language standard and give compiler implementers flexibility, C++ leaves certain areas of the language unspecified. Whether you’re accessing a variable before it’s been initialized or going outside the bounds of an array, undefined behavior can get you into big trouble. Come find out why undefined behavior exists, what it means for your game, and how (and when) to avoid it. Prepare for a few surprises along the way.
 
Artificial Intelligence in Computer Games (Day 2) Thu 5:30 PM 6:30 PM Room 113, North Hall
The general topics sessions on Wednesday allow experienced developers to hear and discuss AI issues with an emphasis on what kind of AI research and prototyping they do for brand new projects.

The genre specific sessions on Thursday allow them to talk in depth about AI as it relates to typical games.

The AI for beginners session on Friday allows people who are new to AI to get their questions answered. No question is too basic for this session.

 
Artificial Intelligence in Computer Games (Day 3) Fri 9:00 AM 10:00 AM Room 111, North Hall
The general topics sessions on Wednesday allow experienced developers to hear and discuss AI issues with an emphasis on what kind of AI research and prototyping they do for brand new projects.

The genre specific sessions on Thursday allow them to talk in depth about AI as it relates to typical games.

The AI for beginners session on Friday allows people who are new to AI to get their questions answered. No question is too basic for this session.

 
Game Industry Advance: An IGDA Open House (Day 2) Fri 2:30 PM 3:30 PM Room 110, North Hall
As the largest non-profit membership organization serving individuals that create video games, the International Game Developers Association (IGDA) is committed to advancing the careers and enhancing the lives of game developers by connecting members with their peers, promoting professional development, and advocating on issues that affect the developer community. This is not a trivial mission, or one that’s easy to accomplish.
 
FABLE 2 –The Big Three Features Revealed Fri 2:30 PM 3:30 PM Room 135, North Hall
Peter Molyneux’s stated ambition as a designer is to make FABLE 2 a landmark game. In order to achieve this three big design features have been added. The inspiration and rational behind these features will be discussed along with their evolution throughout the development process. The wider context of their impact and influence on the RPG genre with also be examined as the ambition is also to evolve the genre itself. The talk will be supported by retrospective videos as well as live game examples.
 
Academics/Students Group Gathering Fri 4:00 PM 5:00 PM IGDA Booth, West Hall
Group gatherings are a chance for like-minded developers to get together for networking and open discussion at the IGDA booth. Come to meet your peers and engage in deep dialogue over your area of specialty – or just partake is witty small talk.
 
Building a Better Battle: HALO 3 AI Objectives Fri 4:00 PM 5:00 PM Room 3004, West Hall
This talk will present a new method that Bungie developed for HALO 3 to allow designers to script large encounters with lots of characters and moving parts.